Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut
2025-10-16 20:41:17 +02:00
15 changed files with 160 additions and 93 deletions

View File

@@ -1,6 +1,6 @@
// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
@@ -10,6 +10,8 @@
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -20,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
@@ -48,20 +51,20 @@
#include "imgui.h"
// When targeting native platforms (i.e. NOT Emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
// One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
// This condition is true when it's built with EMSCRIPTEN using -sUSE_WEBGPU=1 flag (deprecated from 4.0.10)
// This condition is false for all other 3 cases: WGPU-Native, DAWN-Native or DAWN-EMSCRIPTEN (using --use-port=emdawnwebgpu flag)
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN
#endif
#include <limits.h>
#include <webgpu/webgpu.h>
@@ -261,7 +264,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
@@ -277,7 +280,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
@@ -400,9 +403,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor vb_desc =
{
nullptr,
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
{ "Dear ImGui Vertex buffer", WGPU_STRLEN, },
#else
"Dear ImGui Vertex buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
@@ -427,9 +431,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor ib_desc =
{
nullptr,
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
{ "Dear ImGui Index buffer", WGPU_STRLEN, },
#else
"Dear ImGui Index buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
@@ -562,7 +567,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
// Create texture
WGPUTextureDescriptor tex_desc = {};
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Texture";
@@ -607,7 +612,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
@@ -616,7 +621,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
dst_view.mipLevel = 0;
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
@@ -638,9 +643,10 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
WGPUBufferDescriptor ub_desc =
{
nullptr,
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
{ "Dear ImGui Uniform buffer", WGPU_STRLEN, },
#else
"Dear ImGui Uniform buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16),
@@ -753,7 +759,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
@@ -835,14 +841,18 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Emscripten)"; // compiled & linked using EMSCRIPTEN with "--use-port=emdawnwebgpu" flag
#else
io.BackendRendererName = "imgui_impl_webgpu";
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)";
#endif
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Emscripten)"; // linked using EMSCRIPTEN with "-sUSE_WEBGPU=1" flag, deprecated from EMSCRIPTEN 4.0.10
#else
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
#endif
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.